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refactor(component): vehicle physics (46) and physics system (47) are physics components
As in the client, where both use LWOBasePhysComponent's functions (projectile physics, 18, does not and stays a plain component). They now answer the object's position like the other physics components (their LOTs have no other physics); nothing they send changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -1,17 +1,21 @@
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#ifndef PHYSICSSYSTEMCOMPONENT_H
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#define PHYSICSSYSTEMCOMPONENT_H
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#include "Component.h"
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#include "Entity.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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/**
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* Physics system, as the client's physics system component makes it from the registry. Nothing of it is sent or done on the server yet.
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* Physics system, as the client's physics system component makes it from the registry; like the client's, a physics component (LWOBasePhysComponent). Nothing of it is sent or done on the server yet.
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*/
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class PhysicsSystemComponent final : public Component {
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class PhysicsSystemComponent final : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::PHYSICS_SYSTEM;
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PhysicsSystemComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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PhysicsSystemComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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}
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};
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#endif // PHYSICSSYSTEMCOMPONENT_H
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@@ -1,17 +1,21 @@
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#ifndef VEHICLEPHYSICSCOMPONENT_H
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#define VEHICLEPHYSICSCOMPONENT_H
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#include "Component.h"
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#include "Entity.h"
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#include "PhysicsComponent.h"
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#include "eReplicaComponentType.h"
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/**
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* Vehicle physics (not the havok vehicle physics, 30), as LWOVehiclePhysicsComponent makes it from the registry. Nothing of it is sent or done on the server yet.
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* Vehicle physics (not the havok vehicle physics, 30), as LWOVehiclePhysicsComponent makes it from the registry; like the client's, a physics component (LWOBasePhysComponent). Nothing of it is sent or done on the server yet.
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*/
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class VehiclePhysicsComponent final : public Component {
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class VehiclePhysicsComponent final : public PhysicsComponent {
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public:
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static constexpr eReplicaComponentType ComponentType = eReplicaComponentType::VEHICLE_PHYSICS;
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VehiclePhysicsComponent(Entity* parent, const int32_t componentID) : Component(parent, componentID) {}
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VehiclePhysicsComponent(Entity* parent, const int32_t componentID) : PhysicsComponent(parent, componentID) {
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m_Position = m_Parent->GetDefaultPosition();
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m_Rotation = m_Parent->GetDefaultRotation();
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}
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};
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#endif // VEHICLEPHYSICSCOMPONENT_H
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